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Topics - JeGX

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381
Link: http://angisoft.de/Angisoft/Welcome.html

Quaternion Julia Raytracer</b> is the first real-time GPU raytracer for the IPhone 3GS. It renders the quaternion Julia fractal with high accuracy. By modifying the fractal parameters, an unlimited number of complex shapes can be generated.

iGPUTrace is the first real-time raytracer for the IPhone 3GS. It utilizes the PowerVR SGX GPU for raytracing using OpenGL ES 2.0 shaders.

382
Link: http://www.tomshardware.com/reviews/graphics-overclock-software,2369.html

For overclocking a GeForce GTX 260 core 216 and the radeon HD 4870...

383
Link: http://www.techradar.com/news/computing-components/graphics-cards/6-best-crossfire-and-sli-graphics-cards-on-test-617928

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Does a pair of mid-range boards, for instance, really deliver better performance than a single high-end card, for instance? What about the law of diminishing returns as you go beyond two GPUs? Moreover, have we reached the stage where either or both of CrossFire and SLI have become truly reliable?

384
3D-Tech News Around The Web / AMD's Evergreen codenames revealed
« on: July 22, 2009, 02:09:06 PM »
Link: http://www.theinquirer.net/inquirer/news/1468991/amd-evergreen-codenames-revealed

40nm DX11-based Evergreen products:
- highest-end enthusiast: Cypress
- performance: Juniper
- mainstream: Redwood / Cedar
- low level: Hemlock


385
Link: http://www.brightsideofnews.com/news/2009/7/21/why-directx-11-will-save-the-video-card-industry-again-and-why-you-dont-care.aspx

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Don't get me wrong, DX10 was a massive improvement... for programmers. The change in memory model and multitasking ability that made things like Aero possible was a huge improvement... which users couldn't see. So it's not that surprising they were reluctant to buy this resource heavy OS with what looked like just a few shiny bells and whistles. Now that XP is fading and Windows 7 is looking to give a real reason to upgrade (or at least fewer penalties for doing so), they'll move to DX11.

386
Link: http://www.ddj.com/hpc-high-performance-computing/218500694

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Dr. Dobb's: James, what is ray tracing and why is it important?

JM: Ray tracing is a method of using "virtual light rays" to determine visibility between two points in a geometric scene. This allows for the modeling of physically accurate lighting phenomena such as reflection, refraction, soft shadowing, and global illumination, just to name a few.

Dr. Dobb's: How does ray tracing differ from rasterization?

JM: As I mentioned earlier, ray tracing can allow all of the objects in the scene to interact with each other by casting light rays between them. These complex interactions create the difference between visually pleasing images and images that are obviously "computer generated". For example, light that bounces off of a red book on a shelf can produce a reddish tint on a white wall behind it.

Rasterization, by contrast, streams all of the geometry through the pipeline one object at a time. This means that the red book has no way to know that it should tint the white wall, and the white wall has no way to know about the red book.

387
3D-Tech News Around The Web / Notepad++ v5.4.5
« on: July 15, 2009, 11:03:51 AM »
Download: http://notepad-plus.sourceforge.net/

Changelog:
1.  Fix plugins shortcuts not working bug.
2.  Fix the tooltip on toolbar display bug for the plugins icons.
3.  Fix a crash that was occurring when searching in files from a deep path.
4.  Fix a crash issue (Unicode binary) while close Notepad++ with an RC file opened under Chinese Xp.
5.  Fix Pascal and Scheme syntax highlighting problem (fixes in styles.xml).
6.  Add SQL folding capacity.

388
Link: http://www.arcsoft.com/public/press_detail.asp?prID=402

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ArcSoft, Inc. announced today that its in-house upscaling technology, SimHD, now supports ATI Stream. This collaboration simply brings standard-definition video to near high-definition quality in real time with an unsurpassed speed.

ATI Stream technology enables graphics processors (GPU) to work seamlessly with the central processor (CPU), to accelerate applications. The result is balance enhanced platforms capable of running demanding computing tasks faster than ever without sacrificing performance.

"The complicated calculation conducted during real time upscaling has always been challenging," said George Tang, ArcSoft Vice President and General Manager of Video and Home Entertainment Group. "With ATI Stream, SimHD is able to take advantage of GPGPU, performs much faster during playback while presenting the ultimate video quality to users."

389
Link: http://www.pcgameshardware.com/aid,689924/DirectX-11-Compute-Shader-Three-times-faster-than-DX101-due-to-Local-Data-Share/News/

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AMD's Developer Relations boss Richard Huddy explains the mode of operation of Ambient Occlusion - the DirectX 11 Compute Shader is said to provide up to three times the performance possible with direct 10.1.

Using a Compute Shader path in DirectX 11 could offer up to three times the performance possible with DirectX 10.1, mentions Richard Huddy, AMD Developer Relations, in an interview with Pc Games Hardware. And even in DirectX 10.1 modern Radeon cards with their Fetch4 feature are able surpass pure DirectX 10 devices like the current Geforces.

390
3D-Tech News Around The Web / Inno3D GeForce GTX 295 Platinum Review
« on: July 14, 2009, 09:28:16 AM »
Link: http://www.guru3d.com/article/inno3d-geforce-gtx-295-platinum-review-test/

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Inno3D, known for their lovely products, recently launched the GeForce GTX 295 Platinum Edition, a product that is both classy and feature rich when it comes to the bundled items. This however is revision two of the GeForce GTX 295. The first model was based on two PCBs (two cards) inside one package. It was a very expensive product to make and with the current economy... well something needed to be done. NVIDIA went back to the drawing board and designed a single PCB capable of housing two GPUs.

391
3D-Tech News Around The Web / BlitzMAX Coder Issue #1
« on: July 14, 2009, 09:27:29 AM »
Link: http://www.blitzmaxcoder.com/

BlitzMAX, a next generation, OpenGL enabled, game programming language just release the first issue of BlitzMax Coder magazine.

392
Link: http://gpgpu.org/2009/07/07/ibm-sparse-matrix-vector-toolkit

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Sparse Matrix-Vector Multiplication Toolkit for Graphics Processing Units (SpMV4GPU) is a library optimized for NVIDIA Graphics Processing Units (GPUs). The GPU is fast emerging as the ideal architecture to use as an accelerator in a heterogenous computing environment. Modern GPUs are designed not only for accelerating traditional graphics kernels, but also for general-purpose computationally intensive kernels. The state-of-the art GPUs exhibit very high computational capabilities at a reasonable price.

393
Link: http://www.phoronix.com/scan.php?page=news_item&px=NzM3MA

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Also enhanced in this latest batch of updates are render performance improvements, a new type of particles emitter, reduced memory consumption with the UnigineScript interpreter, support for the GL_ARB_texture_rg and GL_EXT_texture_swizzle OpenGL extensions, Xinerama support, and much more. With the Xinerama support, Unigine and games using this engine can now run properly with multiple graphics cards / displays on Linux.

394
Link: http://www.pcgameshardware.com/aid,689039/Evga-GTX-285-FTW-vs-Sapphire-HD-4890-Atomic-Battle-of-the-OC-giants/Reviews/

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The Sapphire Radeon HD 4890 Atomic and the Evga Geforce GTX 285 FTW are the fastest versions of their graphics cards series and are heavily overclocked ex factory. PC Games Hardware tests if 1 GHz chip frequency is enough for the Radeon to close the gap to the Geforce.

395
Link: http://developer.amd.com/documentation/articles/pages/TenThingsAboutWindows7.aspx

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Windows 7 builds on past graphics successes with the DirectX (DX) APIs and provides improvements in both Direct3D and Direct2D graphics capabilities. DX 11 provides the foundation for developers to take advantage of the latest generation of GPUs as well as modern multi-core CPUs. Tessellation and compute shaders, two of the most important new DX 11 features, and have now become industry standards. AMD first introduced integer tessellation in 2001 on the ATI Radeon™ 8500 graphics card and later added floating point tessellation in 2006 on the ATI Radeon™ HD 2600 graphics card. In addition, the Direct3D runtime will be capable of running on older DX 9 and 10 hardware. This permits you to exploit multithreading capabilities and enables better resource administration even on previous-generation cards. To get a more comprehensive view of the capabilities provided by these new features, refer to the AMD articles listed in Resources.

Perhaps one of the most exciting new features enabled by Windows 7 is compute shaders. Compute shaders allow you to harness the computational power in the GPU in addition to what the CPU offers by exposing the shader pipeline to tasks that the CPU would traditionally handle. Compute shaders can dramatically speedup computation involving physics acceleration, audio signal processing, digital image processing, stream processing and many other tasks. Windows 7 will specifically leverage compute shader support to speed up transcoding of video files.    To get a feel for what compute shaders and tessellation make possible, check out the Froblins demo on AMD.com, which showcases these two features running side by side! AMD plans to release DX 11 solutions that will coincide with the release of Windows 7 later in 2009.

396
3D-Tech News Around The Web / Spontz Visuals Editor 2.0
« on: July 06, 2009, 08:38:12 AM »
Spontz Visuals Editor is the Spontz demogroup's demotool. It's available for Windows and MacOS.

Link: http://en.spontz.org/index.php?pageID=33

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Although it's impossible to consider the Spontz demo editor stable, it deserves the 2.0 version change. The rework includes support to open multiple projects at the same time with copy and paste support between them. The demo engine now communicates through TCP/IP with the demo editor, making possible a realtime preview. Other features include GLSL shaders support, Frame Buffer Objects support (FBOs) and a realtime expression evaluator, that allows to vary almost all the parametrs along the time.

397
3D-Tech News Around The Web / FurMark Misc Links
« on: June 28, 2009, 09:27:52 AM »
Whats the real world point of furmark
- http://www.tomshardware.com/forum/266534-33-whats-real-world-point-furmark

HD4770 Xfire Furmark Temps techPowerUp Forums
- http://forums.techpowerup.com/showthread.php?p=1449846

398
3D-Tech News Around The Web / NVIDIA Prepares DirectX 10.1 GPUs
« on: June 25, 2009, 12:51:45 PM »
Link: http://www.fudzilla.com/content/view/14383/34/

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Nvidia's GT200 generation will get a 40nm refresh, and from what we hear, the new chips will all become DirectX 10.1 compatible.

399
3D-Tech News Around The Web / ZeniMax buys id Software
« on: June 24, 2009, 06:09:43 PM »
Story: http://www.developmag.com/news/32243/Zenimax-buys-id-Software

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Bethesda parent ZeniMax Media has this afternoon made a surprise move and bought id Software.

The creator of franchises such as Doom, Quake and Wolfenstein will now come under the firm's ownership along with its upcoming game Rage.

Bethesda will publish all of id's games going forward - except for those already signed, such as Wolfenstein (for Activision) and an unnamed game being made for EA.

400
ArtVPS enjoys great success with first software release Pre-release debut of Shaderlight rendering plug-in for 3ds Max hits over 800 downloads in its first two weeks Since entering the software market on 1 June 2009 ArtVPS has notched up over 800 downloads of Shaderlight 0.1, the pre-release version of its interactive Shaderlight rendering plug-in for 3ds Max, the leading 3D modelling tool from Autodesk.

Shaderlight 0.1 delivers significant productivity and creativity improvements over traditional ray-trace rendering engines. Until now a typical workflow for 3D artists and designers would involve spending time creating preview renders before sending the image off to render. Any last minute changes would mean starting the entire process again, an iterative and time-consuming approach which eats into project timelines and inhibits creativity. Shaderlight is much more that a real-time preview tool, it enables visualisation specialists to change key elements of a full resolution image at any stage of the rendering process without having to re-render, improving efficiency and project turnaround. Users are not only able see the progressive refinement of a scene when objects or camera angles are altered but can also make interactive changes to materials, environments, lights and textures (the MELT elements) on full quality 3D images. Additionally, a new approach to global illumination (GI) enables light, colour and intensity to be updated on screen without the need to re-render.

“Shaderlight has been the most significant product release in our company's recent history,” says Kate Marshall, Marketing Director at ArtVPS. “We developed the software after extensive research which showed the top pain issues for 3D artists to be rendering speed, lighting and material set-up and fine tuning an image. We believe Shaderlight overcomes these problems and meets the demand for an interactive solution that frees the artist from the linear render-change-repeat workflow and gives them more time to be creative.”

Early adopters of the technology are helping shape the development of the software by providing feedback and sharing experiences in the Shaderlight forum ( http://www.artvps.com/content/discuss ) and on Twitter ( http://twitter.com/shaderlight ). “We are delighted to see so many people actively participating in the forum and following our progress on Twitter,” adds Marshall. “The 3ds Max plug-in is the first in a series of Shaderlight products. Our aim is that the Shaderlight rendering technology will be available to anyone who needs to generate and edit high quality renders. We are focused on building long-term relationships and for this reason users who download v0.1 will receive every pre-release update for free.” Shaderlight 0.1 is available as a free download from www.artvps.com. To help new users get to grips with this early release of Shaderlight, a number of scenes that demo its capabilities are now available from: http://www.artvps.com/content/resources#sample-scenes Ends.

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